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es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 23. Dezember 2024 bis 30. Dezember 2024 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. Questions were edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Please drop any questions you might have about the universe in our Ask A Dev forum.
Question: The CitizenCon presentation showed a list of guilds for 1.0 but there was no mention about the UEE Advocacy. Was it retconned or was it just not a complete list because of the screen space limitation?
Answer: In the past, there had definitely been discussions around whether you could work for the Advocacy, but I'm not sure if it involved making them a Guild. Anyway, as the teams really started to flesh out the dynamic between Guilds and the Factions that fall under them, there was a decision to avoid having players work directly for the law enforcement entities that control the landing zones. You'd still be able to pick up jobs indirectly for the Advocacy via factions under the Mercenary Guild, but as an entity, they would remain objective. Even on the flipside as an outlaw, they could know you're a criminal (due to your affiliation with the Council) but if you haven't committed any crimes, they'll leave you alone.
Question: The Vanduul can reach Terra with three jumps and pass through undefended systems. From Virgil they can go to Nyx, from Nyx to Pyro, and from Pyro strike Terra. How does the faction pushing for Terra to become the capital of the UEE justify their system of choice being so exposed to Vanduul attack?
It's obvious that having your capital so easily available for a deadly enemy to strike, even from smaller raiding parties, would be incredibly unpopular, and an obvious objection to the faction arguing Earth should remain the UEE capital. That's basically begging for a decapitating attack. While yes, it is also possible to reach Sol in three jumps from Caliban, an incursion would have to pass through Croshaw, a heavily fortified system, which should make an enormous difference in terms of defensibility and force projection.
Answer: Terra being three jumps from Vanduul space would be a lesser concern to those in the pro-Terra camp. For them, the greatest threats to the UEE come from within, like entrenched powers on Earth styming progress for their own self-interest/preservation. This isn't surprising considering that the pro-Terra movement actually predates Humanity's first encounter with the Vanduul in 2681. Prior to that in 2638, Terran governor Assan Kieren brought the pro-Terra movement into the mainstream by proposing that the system secede from the UEE. Following the fall of the Messers, the position evolved into moving the UEE capital to Terra. This policy became a cornerstone of the Transitionalist Party thanks to the influence of Clement Redfield, who believed former Messer loyalists were a more pressing threat than the Vanduul.
If the concern is raised to a supporter of Terra, they could argue, as you already pointed out, that Sol is also three systems away from Vanduul space. And, if such an attack comes, wouldn't it be better to fight the Vanduul in an unclaimed system that's lightly populated and developed? Better to fight in Pyro or Nyx where there will be less collateral damage and civilian deaths than Croshaw.
Question: Valakkar have been stated as being native to Leir III. The Leir system was discovered in 2677. Yet Valakkar are on Monox in Pyro, which was discovered in 2493. I was wondering just how the Valakkar got to and adapted to Monox (Pyro II) in Pyro.
Presumably they would have to have been brought there by someone after 2677, since the chances of co-evolution of the exact same creature named the exact same thing on worlds separated by both space and their human discovery timeline would seem remote and implausible.
Answer: Valakkar are an invasive species on Monox. They are much smaller when they are young, and are thus fairly easy to transport from planet to planet. No one knows exactly how they got there (some blame the smuggling trade), but at some point enough got loose on Monox that they established a breeding population, and the rest was history.
Question:The last Galacatapedia update mentioned that Humans visited Luna in SEY 1969, which aligns with real life (duh). Are all other events before the start of Star Citizen and SQ42 the same as real life or are there past events that happened differently? Is it safe to assume there was a Roman empire? The fall of the USSR? How does the existence of other privatized space companies work in the lore, are they simply renamed or did their existence get deleted before 2070?
Answer: There had been some discussions in the very early days of whether we wanted to establish a divergence in the historical timeline (previous to present day) in order to distance ourselves from seeming like we're making projections of how the future will be (as in, what if we had gone to BetaMax instead of VHS, would we have jetpacks by now?). But ultimately the decision was made to just stick with the current historical events for ease's sake, splinter our timeline in the future, and then chronicle our fictional progression as we did with the Time Capsules. To your final question, sticking with that approach (and the modern world), I would assume that there were probably a handful of privatized space companies around, but the one that catapulted Humanity's expansion into space is well-established.
Question:I feel like Kruger is one of the forgotten brands. With their headquarters located in Castra, which was announced as one of the first five systems, I'm wondering about the future intentions of the brand and what they'll be offering us. Will it be new ships? Component improvement diagrams? Weapons?
Answer: Kruger Intergalactic being a lesser known brand feels fitting because their primary business is manufacturing custom parts for other companies. They've held lucrative outsourcing contracts with Behring, RSI, and others for centuries. Only recently did Kruger begin to make their own products, and they remain extremely selective about what products make it to market bearing the Kruger name. Currently, players would be familiar with their ships (P-52 Merlin and P-72 Archimedes) and ship weapons (Tigerstrike and Quarreler). Yet, Kruger, like all other in-game companies, have more products on the market that just haven't made it into the game yet and exist within the fiction.
Regarding what might make it into the game next from Kruger, Narrative can't say. That decision primarily falls to the Dev team creating the assets, with the intended function and look guiding them to the right manufacturer. That said, we're excited to see what's next for Kruger ourselves.
Question:With the coming ability to acquire blueprints and create our own ripoff or improved versions of popular manufacturers' weapons, ships and other goods, how does IP law work in the UEE?
If I was Crusader and spent a billion credits designing the Hercules, I think I would be pretty unhappy to see an unaffiliated group with a base on Hurston had assembled one out of low quality materials, and even slapped our logo on it as though we stand behind their construction quality. Will constructing items with established manufacturers require some sort of license fee? Does Crusader have the ability to declare you a counterfeiter and put a bounty on your head? Or does the UEE not have any formal laws for protecting such things, and it's more "if you can successfully steal the plans, that's a them problem, they should have secured their facility/data better"?
Answer: The commerce laws of the UEE have evolved by the 30th century to be relatively open and have severely limited copyright enforcement. Part of this is that as fabrication technology got more advanced, companies were dealing with a flood of knock-off products that were watering down their own brand recognition. While illegal, it was extremely difficult to police. In an effort to combat this, it became more common for large manufacturers to offer official blueprints to help ensure that products met their own base specifications. In this way, fabricated products are no longer seen as counterfeit but as equivalent with the versions made by the manufacturers.
Though, it should be understood that fabrication is not a complete free-for-all. These blueprints have heavy data-protection on them to prevent widespread sharing. This means for most people they acquire blueprints by purchasing them, though some are fortunate enough to receive them as a gift (or even luckier, find an unbound copy). Additionally, some blueprints may be limited use or have locked production capabilities, limiting how frequently they can be used.
Overall though, most of the general population (i.e. the 90% of people who are not players) are content to purchase items rather than attempt printing them for themselves. Sure, you could make a Whamburger at home, but rather than having to source all the ingredients, it's much easier to head down to the local chain and just buy it. This is even more so the case with items as complex as a ship. Obtaining all the resources is quite involved. Worth it for anyone who really wants fine control over the final product, but for most civilians in the 'verse, buying direct from the manufacturer is the obvious choice.
Question: From the descriptions, Nyx I seems to be a very similar planet to Monox/Pyro II. Both are coreless planets that were heavily mined shortly after their respective systems' discoveries & subsequently abandoned, which led to many of the former mining bases being taken over by outlaw gangs. But in what ways is Nyx I planned to be different from Monox, apart from having more of a greenish color of rock (as shown in the concept art image from CitizenCon 2954's outline of the road to 1.0)?
Answer: There is definitely going to be more info coming on what players can expect in Nyx as development continues on the system. Even though both Pyro and Nyx are independent systems beyond the UEE's borders, the hope is that each will have its own unique feel, with Pyro showcasing life under outlaw rule and Nyx a more brutal life on the frontier. While we won't go into specifics beyond that right now, I did want to confirm that there will be incoming adjustments made to the existing available lore (like the Galactic Guides). This will be the case for all future systems too as they enter active development. Much of the lore as it exists now was crafted before the gameplay had a chance to be refined. As Richard Tyrer described in The Stars My Destination presentation at CitizenCon, many of the planets in our system had been described as desolate and depleted to align with development expectations at the time, however our ability to populate worlds has progressed significantly since then. While we will still have barren worlds to trek across, many of the planets will become richer and more memorable experiences for players to explore. A good example of this is the evolution of the planets in Pyro.
Question:Will we get an updated model of her? Since the Character Creator has greatly improved since the campaign photos I was wondering if the UEE would be addressed sometime in the future by her with the updated model and using the improved FOIP system.
Answer: Definitely. We were actually discussing plans earlier in the month to give Addison more of a presence in the fiction as her administration has been a little quiet of late.
Question: While playing with a friend, we quite by chance found boots named Ponos/Понос, which translates from Russian as diarrhea. So I want to know if the appearance of boots with the same name was originally planned or is this some kind of joke by a Russian-speaking developer?
Answer: To provide a peek behind the curtain, when items get a Narrative pass two or three potential names are pitched. Then Narrative leads review and pick their favorite based on what sounds/feels right for the brand. In the case with the Ponos boots, the name was pitched because it's also Ancient Greek for 'Toil, Labor, Hardship'. Felt like a fitting name considering that they are rugged work boots meant to withstand whatever labors you put them through. The Russian meaning was not intended but very funny.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Dec 16th 2024 to Dec 23rd 2024, many of you diligently took part in the discussions, made valuable contributions and made our forum a lively place. Here are this week's top posters:
We would like to thank all of the top posters. You have enriched the discussions and made our forum active and interesting. Your effort is truly remarkable!
Thank you to everyone who took part. Let's continue to have exciting discussions and learn from each other. Maybe you'll make it into the top 5 next week!
Have a nice day and have fun in the forum! Your community team
es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 16. Dezember 2024 bis 23. Dezember 2024 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Eine beeindruckende Trailer-Montage zeigt, was euch aktuell im Live-Betrieb von Star Citizen erwartet. Wer Raumschiffe liebt, kommt hier voll auf seine Kosten.
Doch neben all den schönen Bildern bietet Star Citizen dank der gerade veröffentlichten Alpha 4.0 auch so einige wichtige Neuerungen.
Da wäre etwa das sagenumwobene Server Meshing, dank dem sich jetzt 500 Spieler gleichzeitig in einem Universum tummeln - bei deutlich verbesserter Performance. Und mit dem Pyro-Sternensystem wurde der Umfang einfach mal verdoppelt.
Eine beeindruckende Trailer-Montage zeigt, was euch aktuell im Live-Betrieb von Star Citizen erwartet. Wer Raumschiffe liebt, kommt hier voll auf seine Kosten.
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Dicke Knarren, Torpedos und hohe Geschwindigkeit: Es gibt einen neuen Raumschiff-Sale in Star Citizen. In Alpha 4.0 des Weltraum-MMO ist die Mirai Guardian spielbar.
Der Trailer zeigt euch mittels schicker In-Engine-Szenen, was der im Design an den TIE Interceptor aus Star Wars erinnernden schweren Jäger so alles draufhat. Spielbar ist er in der gerade gestarteten Alpha 4.0 von Star Citizen.
Dicke Knarren, Torpedos und hohe Geschwindigkeit: Es gibt einen neuen Raumschiff-Sale in Star Citizen. In Alpha 4.0 des Weltraum-MMO ist die Mirai Guardian…
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Ein zweites Sternensystem voller Raumstationen, Planeten und Planetenbasen: Der Trailer zu Star Citizen zeigt, was euch in Alpha 4.0 erwartet.
Durch Server Meshing können jetzt 500 Spieler gleichzeitig in einer Instanz des Universums miteinander spielen und dabei zwischen den Sternensystemen Pyro und Stanton hin und her springen. Was sich zum Jahresende sonst noch bei Star Citizen getan hat, erfahrt ihr in der Übersicht bei GameStar Plus.
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HEAVYWEIGHT CONTENDER
After dominating the snub market with the laser-focused Fury, Mirai goes further and harder, jumping into the heavyweight space-combat game with the Guardian. Packing devastating Size 5 cannons and Size 4 quad missile racks, the Guardian takes Mirai’s performance-obsessed approach to ship design and supersizes it, resulting in a precision brawler capable of taking on threats of all sizes and severities.
The Mirai Guardian and Mirai Guardian QI are now available to fly in Star Citizen Alpha 4.0 Preview. Players can access 4.0 Preview from the 'Game Environment' dropdown in the RSI Launcher. Once the full rollout of Alpha 4.0 is complete, all player progression, ships, and vehicles will transfer to the Live environment.
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HEAVY HITTER
The Guardian is a fighter through and through. Armed with two massive Size 5 cannonsand four quad missile racks, it excels in nearly any combat situation, even when taking onthreats much bigger than itself.
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A Lawless Frontier Awaits…
Alpha 4.0: Destination Pyro is now available on the live servers as part of what we’re calling the 4.0 Preview.
While 4.0 isn’t quite ready for primetime, 4.0 Preview will contain all the new technology, locations, features, and ships outlined below. Our priority is to ensure that your Live experience isn’t compromised, so we have decided to have two parallel Live tracks: Alpha 3.24.3 will remain available so people can play the missions and engage in game loops that are still being refactored in 4.0. Meanwhile, the 4.0 Preview will also be accessible from your launcher as a second Live option. If you’re not interested in previewing 4.0, you can simply select Alpha 3.24.3 from the dropdown and continue enjoying the current live build.
This may feel similar to our usual PTU process, but there’s one key difference: by running both builds on the live environment, we can take steps to ensure that your progress will carry over. Our goal is for anything you do and earn in the 4.0 Preview to persist without any further wipes.
A further investigation of the planet revealed a cache of Humanity weapons and war machines. Apparently, he was some kind of Gunner... and kind of a Nut job Sheila Hero woke up on a table
We know that we have been Intolerant A vacant Breathable planet with a Poisonous atmosphere. Even though it's unsuitable for Smuggling, the UEE Military Fleet has prohibited corporations from Mining the planet The Timeline shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Thick atmosphere and swirlTactical storms of Rihlah VI make it a popular tourist destination for Criminals and Slavers from nearby planets. terraforming: That's a word that hasn't been associated much with Tevarin
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Star Citizen’s second star system is now open! With six vast planets, six treacherous moons, and a wealth of space stations, asteroid bases, and other unique points of interest, players have a huge adventure ahead. Explore the system, take on its inhabitants, and make the most of a system without UEE interference.
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Alpha 4.0 introduces cutting-edge Server Meshing technology. Alongside enabling up to 500 players to share the same universe, Server Meshing delivers improved persistence, better performance in busy locations, and near-limitless freedom to add additional content and locations in the future.
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With the introduction of Pyro and further systems in development, citizens need a way to travel across the galaxy. Jump points are natural tunnels between systems, but the journey is far more involved than coasting to the other side. Prepare yourself and your ship; it’s going to be a wild ride.
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Pyro has long been abandoned by the mining corporation that gutted any worth from its planets, but the industrial platforms remain. Now in the hands of outlaw groups, from the righteous Citizens of Prosperity to the terrorist XenoThreat gang, each station has its own rules to live by and challenging tasks for citizens to take on.
Hostile Shader
Conversion sealed tube
The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Shorvu is considered a local mascot. This Evaporating Planet's unique shape has given it the nickname Pinecone Sol IX has a very Nitrogen-rich atmosphere, causComet greenhouse effects to heat its surface to temperatures that are consistently higher than even Bombora's scorchMining platforms heat.
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The gangs that control Pyro’s stations typically keep violence under control, but in the fringes of the station, it’s weapons-free and anything goes. Explore the depths of these contested zones, fight for unique loot, and maybe even discover more about those executive hangars.
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Another relic of Pyro Amalgamated, the company’s left-behind asteroid bases await brave explorers. Find a way in and go deeper to uncover secrets, loot, and more. Some citizens claim to have found abandoned executive hangars built into certain asteroid bases, but none have ever made it past the front door…
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Mirai is back, this time shaking up the heavy-fighter class with the Guardian series. Both the base and QI missile variant ramp up the firepower alongside exceptional long-range abilities and unique Xi’an-inspired design – perfect for making the jump to and thriving in the treacherous Pyro system.
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Guardian & Guardian QI
Mirai goes further and harder, jumping into the heavyweight space-combat game with the Guardian.
We asked the Vehicle and Gameplay teams a few questions about Mirai's first dedicated heavy fighter series. Here are the answers, straight from the devs themselves.
The Mirai Guardian and Mirai Guardian QI are now available to fly in Star Citizen Alpha 4.0 Preview. Players can access 4.0 Preview from the 'Game Environment' dropdown in the RSI Launcher. Once the full rollout of Alpha 4.0 is complete, all player progression, ships, and vehicles will transfer to the Live environment.
What kind of operations or activities (solo or otherwise) would be good use cases for the Guardian?
The Guardian’s bank of S2 missiles makes it a great fighter screen for larger ships, especially in numbers, while the QI variant's quantum dampener means it’s ideal for policing and security operations.
As the Guardian is poised as a long-range heavy fighter, how does its flight range compare to that of the Aegis Vanguard Warden and RSI Scorpius?
The Mirai Guardian stands out with its powerful thrusters, offset with the highest hydrogen consumption among the three. However, its Size 2 quantum drive gives it excellent efficiency in long-range travel, surpassing the RSI Scorpius, which has a limited range due to its Size 1 quantum drive.
In contrast, the Vanguard series balances both hydrogen and quantum-fuel efficiency, outperforming the Guardian in this field, even though it doesn’t present the same high-flight-performance profile as the Mirai ship.
The Guardian seems to be slightly smaller in comparison to the RSI Scorpius and Anvil F8C Lightning. What can you tell us about the Guardian's maneuverability and speed capabilities compared to these?
Among the Heavy Fighter class, the Guardian stands out as the most agile, offering excellent angular velocities and accelerations. Additionally, the ship presents a more spherical linear-acceleration profile, enabling high-g capabilities along both the vertical and lateral axes.
In terms of speed, the Mirai Guardian is one of the fastest in its class. However, it still falls short of some of the other heavy fighters, like the RSI Scorpius.
How does the Guardian's armor compare to its competitors? Are there any other special defensive capabilities this ship has over the others?
The Mirai Guardian's armor is on par with the average standards of its class, offering durability that meets the expectations of heavy fighters. This resilience allows the ship to engage effectively in close-combat encounters without compromising its performance.
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What are the advantages of using this heavy fighter over a gunship?
Heavy fighters are typically crewed by one or two players, whereas gunships often require a larger crew. Alongside this, a heavy fighter usually has the majority of firepower in its forward direction with a secondary turret, whereas gunships tend to have a more 360-degree coverage of fire.
Typically, ships equipped with guns up to S4 have been viewed as the natural adversaries of dogfighters and heavy fighters. As the Guardian's S5 weapons seem like they might be slight "overkill" in these matchups, what is its intended "prey" in terms of combat? Can the Guardian be considered an anti-capital or anti-multi-crew ship?
With S5 guns, the Guardian is designed to take on larger threats, such as multi-crew ships or heavily armored smaller craft. Its maneuverability helps it in combat against smaller fighters and, if its guns hit more agile craft, they provide a huge amount of damage.
Can the S5 guns be customized/swapped out?
Yes, the S5 guns can be swapped out.
Are the weapons gimballed? What is the firing arc?
The guns are gimballed with a firing arc of -15 to +15 in both yaw and pitch.
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What ships will the Guardian fit in?
Both Guardians are 25m in length, 17m wide, and 8m tall (in landing mode). So, a ship would need a 25x17m cargo area with an entrance larger than 17x8m to squeeze a Guardian inside.
The Guardian has two elevators, one leading straight into the cockpit and one to the rear of it. If I lose my power generator, how can I exit the ship ?
When the power goes out, the elevator and pilot seat will work under battery power, so you won't get stuck.
Does the Guardian have an escape pod?
Yes, the bed in the hab area also doubles as a very comfortable escape pod.
Parts of the chassis throughout the ship's exterior are covered by what look like armor plates. Do these plates serve any defensive purposes, and have they been strategically placed to protect vital ship components, or is the design purely aesthetic?
The armor plates you point out are purely aesthetic. However, the Guardian's wings provide an extra layer that enemies need to shoot through before they can hit the ship's hull.
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The Guardian features aggressive-looking forward-facing wings. While they look cool, they seem quite long and increase the surface area of the ship and, therefore, its hitbox. What is the reasoning behind its appearance/length?
The wings provide extra protection for the ship and need to be blown off before the enemy can target the hull. The wings also house the thrusters, so the wing's length provides extra leverage for maneuvering.
The visibility out of the cockpit seems slightly more obscured compared to other heavy fighters, partly due to the elongated forward-facing wings. Does the Guardian have unique features or capabilities to compensate for this, for example, with a swiveling/gyroscopic cockpit?
Other heavy fighters have no visibility at all underneath the cockpit, whereas the Guardian gives the pilot excellent visibility down as well as up. It is true that the wings obscure visibility somewhat diagonally, but the fact that the pilot can see everything in front and beneath them makes up for it.
In terms of flight, does the Guardian perform better in certain environments? Does the unusual wing design present any advantages in atmospheric flight?
The Mirai Guardian series is just as competitive in atmospheric flight as it is in space. Its gimbaled main thrusters effectively counteract gravity, significantly enhancing the ship's ability to rapidly change its velocity vector. The wings, while peculiarly shaped with the well-known Mirai style, do not impose any notable disadvantages in atmospheric conditions, allowing the ship to maintain peak performance.
We see that there are MAV thrusters placed towards the edge of the Guardian's wings and they seem to be quite a way out from the center of the ship's mass. Are there any maneuverability benefits with this placement, such as increased turning speeds?
Yes, having the mav thrusters so far forward provides extra leverage for pitch and yaw maneuverability.
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Guardian QI
Will the Guardian QI have any advantages or disadvantages over the base Guardian, such as weapon or shield loadout?
No, it is identical to the regular Guardian, aside from the addition of the quantum dampener and upgraded powerplants. However, it does incur a small weight and cost penalty, and the quantum dampener is power intensive, requiring the pilot to balance its use with other weapons.
Will the added quantum jammer affect the Guardian QI's signature or flight performance?
There is a weight cost incurred by the quantum dampener, so flight dynamics are affected slightly. When the dampener is active, the ship’s signature is increased due to the increased power consumption.
How will the dampener impact the Guardian QI's energy consumption compared to the base Guardian? If additional power is required, how does the Guardian QI intend to support this on top of its existing systems?
The quantum dampener is power hungry. However, the Guardian QI comes with better quality powerplants to compensate.
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What are some good use case scenarios for the Guardian QI?
The QI excels at engaging larger targets and preventing them from fleeing, such as multi-crew ships, given its combination of S5 weapons and quantum dampener.
What advantages and disadvantages does the Guardian QI have over, for example, the RSI Scorpius Antares and Aegis Vanguard Sentinel?
The RSI Scorpius Antares requires a co-pilot to use the quantum dampener whereas, in the Guardian QI, the pilot controls everything, including the dampener.
The Aegis Vanguard Sentinel has an EMP and is designed to work with other ships, since it trades off offensive power for its electronic-warfare abilities. It is tough to compare the Guardian to the Sentinel, but I would say the Guardian would be much better on its own, unsupported.
Another ship that is intended to be a direct competitor to Guardian QI is the Drake Cutlass Blue, which has dedicated pods for bounty-hunting purposes. Will the Guardian QI have bounty-hunting pods or any other features that will give it an edge over the Cutlass Blue?
The Guardian QI is not intended for bounty hunting. When bounty hunting, you generally want to keep your target alive, which is why the Cutlass Blue has the pods. The Guardian is designed to keep enemies from escaping but then to kill them instead of capturing them.
Where exactly is the dampener located and can I access it from inside the ship?
The quantum dampener is on the spine of the ship, in the rear. It is not accessible from the inside.
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Long ago, lost in the mists of time before COVID, at CitizenCon 2949, we showcased the first in-game prototype of traveling from the Stanton System to the Pyro System via a Jump Point.
After a much longer than anticipated development process, what was teased in 2019 becomes a reality for all players when we launch Star Citizen Alpha 4.0 to the live servers, as part of what we are calling the 4.0 Preview.
For the first time in our history, we will run 2 live releases in parallel, each with their own progress and persistence. This means you'll have the unique opportunity to choose which version you want to dive into, at least for a little while. At this stage, we both want and need the high traffic of a Live release to thoroughly test Server Meshing and the newly refactored systems that rely on it as they go through their final paces. We acknowledge that we did not have time to get all the mission types working before our holiday break, which is why we have decided to temporarily support two parallel Live tracks: Alpha 3.24.3 will remain available, so you can play the missions and engage in game loops that are not working to our new playability standards in 4.0. Meanwhile, the 4.0 Preview will also be accessible from your launcher as a second Live option. If you are not interested in previewing 4.0, you can simply select Alpha 3.24.3 from the dropdown and continue enjoying the current live build.
This may feel like our usual PTU process, but there is one key difference: by running both builds on the Live environment, we can take steps to ensure that your progress on 4.0 will carry over. Our goal is for anything you do and earn in the 4.0 Preview to persist without any further wipes—unless something major happens, though we do not anticipate that.
That said, it's important to note that progress made in Alpha 3.24.3 will remain tied to that version and will not transfer to 4.0. This allows us to maintain a clean slate for the new systems coming online in the 4.0 Preview, ensuring a consistent and stable environment as we look to deprecate 3.24.3 in the new year.
As you navigate through Stanton and Pyro, you are now also navigating seamlessly through a mesh of servers that encompasses the entire game. Each planet, landing zone, or major station is now covered by different game servers. Thanks to this technology, server boundaries are effectively invisible, even at our high levels of fidelity, ensuring smooth, uninterrupted gameplay. This means that server performance, playability, and overall health are now local to each of the nodes in the server mesh. Even dreaded server crashes are now localized to those regions, with players in other areas of space or on planets unaffected. It also means improved performance, as each server is simulating fewer entities, resulting in more responsiveness and allowing the game we are striving to create to finally shine through its content.
4.0 is not just 3.24.3 with Server Meshing—it also includes a lot of new content. With the addition of Pyro, we have further pushed our reputation system to include two competing mission chains that allow you to align with either Headhunters or Citizens for Prosperity. This means areas that were previously neutral will become hostile or friendly depending on your choice. This decision will become even more important next year as we start to put a greater focus on storytelling inside the ‘verse.
We have also introduced Contested Zones within the major stations in Pyro—each heavily manned by a gang faction: Fire Rats, Horizon, or XenoThreat. These large, sprawling locations offer high-quality rewards in the depths of their vaults, but you will need to contend with the current occupants and either help or battle your fellow players. They are also home to the mysterious Pyro Amalgamated component boards, which some say can lead to even greater rewards.
This type of content is an important milestone as we start to introduce different ways for players to progress in the game, with reputation and physical rewards being something we aim to push even further in future patches.
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2025: A Focus on Playability
As we jump into the new year, our primary focus across our Star Citizen teams is clear: improving playability. Our drive for playability surrounds three critical areas - performance, stability, and content. We understand that the Live environment must be far more reliable and consistent, and we are determined to deliver on this.
The sentiment many of you have shared—and one we wholeheartedly agree with—is that if the current game, as it stands today, ran smoothly with fewer obstacles and bugs, it would provide an unparalleled experience. Over the years, we have experimented with different approaches to improve quality of life (QoL) and tackling tech debt. However, the ongoing challenge has been balancing these efforts alongside the introduction of new features and technology.
Too often, testing new features within the same pipeline as content has led to unintended ripple effects—creating instability, hindering performance, and impacting overall gameplay. In some cases, new features that are not fully mature have delayed the release of content or caused blockers that impact our progress. This has prompted us to reevaluate our approach to feature and content rollout, focusing on steps we can take to bring the game to a better state while maintaining steady delivery.
To achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes. This means new features will no longer hold up content delivery or risk destabilizing the Live environment. This approach will leverage the Tech Preview Channel, which was reserved for major new pieces of technology, like the Replication Layer and Server Meshing will now extend to gameplay feature testing too.
When a new feature is deemed complex or risky enough to require focused testing, we’ll introduce a separate Experimental PTU (EPTU) channel dedicated to that feature. Testing in this isolated channel will allow us to refine and stabilize the feature without impacting content and broader development work. Only once the feature is fully greenlit will it integrate into our standard Evo/PTU/Live pipeline.
This means we will have more stability and predictability in our ongoing game releases as the main development stream will not be disrupted by untested features still being worked on – instead the team can focus on improving stability, performance and QoL. Alongside this playability initiative we are also tying together our content releases so that they feel more connected to the world. This means each new content drop will be more focused and drive an overall narrative forward similar to our Overdrive and Save Stanton events. This content will then unlock new and powerful rewards including ships, armors and weapons that you can play to earn.
We are taking this approach to deliver more things to do, more often than we have in the past where we have frequently been held hostage by tech or feature work that has taken longer than anticipated.
Our objective is to make Star Citizen more stable, more performant and more fun this coming year!
My whole career I have created the games I wanted to play, as a gamer, because I could see a game in my mind’s eye that didn’t exist, I felt if it did it would be amazing, and I could see the steps needed to make it a reality. I have been fortunate that the games that I want to play, a lot of other people also want to play. But I have rarely met a publishing executive that has the ability to see the possibility in this kind of vision. They can only see a known quantity, a sequel, a bet on an existing IP. This is why I chose crowdfunding for Star Citizen, rather than pursuing a development deal with a big publisher, and it is why I feel incredibly lucky and privileged to be able to develop Star Citizen and Squadron 42 with all of your continued support, year after year, as it allows me and every developer at CIG to focus on just making the games that we - and you - all want to play.
Star Citizen and Squadron 42 are two games that would never have been greenlit by any of the big publishers, they are both too ambitious, and in a genre that up until recently was viewed as niche. They require patience and investment that I doubt any publisher would have the stomach for.
Yet here we are, thanks to all of you!
The team and I are determined to repay that faith, patience, and support by delivering two games unlike any other.
We have already made great strides. With today’s release, Server Meshing is no longer a question mark, but a reality, and seeing the results of a more densely populated universe, as well as better performance and stability – we are closer than ever to realizing a dream many have said is impossible.
With a clear destination for both Squadron 42’s release and the Star Citizen 1.0 Roadmap, a focused team and most importantly, the enthusiasm and support from the best community in gaming, we will deliver!
This confidence comes from the unwavering dedication of the Evocati testers, the hundreds of thousands of you who help us test releases at scale in the PTU, and the immense amount of constructive feedback shared across Spectrum, Discord, YouTube, Facebook, X, and Reddit. Your involvement shapes Star Citizen in countless ways, making this journey a truly collaborative effort.
The impact of the community is felt far beyond the game as well. In 2024 alone, an incredible 203 Bar Citizens were held, bringing players together to celebrate and share their passion for our shared universe. This year also shattered in-person attendance records: community-organized events such as BE@Con and the Shenzhen Bar Citizen each drew over 2,000 attendees, while CitizenCon 2954 in Manchester welcomed more than 5,000 fans from every corner of the globe.
Over one million of you have played 32 million hours in the game this year, and our ranks have swelled by almost half a million Citizens.
This is a community that is only getting stronger!
The journey hasn’t been without its challenges, nothing great ever comes easy, but there’s no one we’d rather have by our side than you.
Thanks for all your support in 2024. Wishing you happy holidays and looking forward to the great things we will do together in 2025.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Paladin
Anvil Aerospace is on the frontline of Humanity’s defense, forging the weapons that keep Earth systems safe from the dangers outside and within. Continuing tradition, the Paladin spares no one, cutting down threats in a relentless hail of laser fire.
Following the concept release of the Anvil Paladin, we took your community-voted questions to our designers to provide you with more information on the recently unveiled heavyweight gunship.
What is the loaner for the Paladin while it is being developed?
Regarding VTOL, the Paladin seems to have rotating thrusters at the back of the ship. How does it handle in atmosphere compared to the Valkyrie’s quad VTOL coverage?
The Paladin has enough VTOL power to handle adequately in atmosphere and maintain its position above targets, though compared to ships such as the Valkyrie, it will be less agile.
Is there an engineering room?
The room at the rear of the upper deck is the engineering room where the main engineering screen and majority of components are located. However, some components such as the radar, life support, and gravity generator are located in other areas of the ship.
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How does the Anvil Paladin compare to the Aegis Redeemer?
While both are gunships, they have different takes on that role and playstyle. The recent changes to the Redeemer’s turret weapon and shield sizes are offset by a significant boost to maneuverability. This allows the Paladin to occupy the ‘tankier’ gunship role.
Both ships have strengths and weaknesses, the Paladin trading agility for raw firepower and speed for armor, allowing players to choose a ship to suit their playstyle. The handling of the Paladin will be like the Redeemer was before the recent changes, which is more befitting a ship of its size and shape versus the much more compact Redeemer. And, unlike the Redeemer, the Paladin has no modular room, which is still planned for the Redeemer’s lower floor.
When will the Paladin start production?
The Paladin is currently in its whitebox production phase.
The Redeemer is supposed to have sophisticated shields, but they are Size 2. Why does the Paladin have Size 3 when its focus is on armor?
A ship’s shield size does not confer any “sophistication” bonus but instead alters factors such as shield health, capacity, and resistance to damage types. Generally, the larger the size, the larger the pool. However, having multiple smaller shields can be a bonus in terms of redundancy and regeneration rates over fewer larger items; in this case, six S2 shield generators versus a single S3 generator.
Is there any storage in the Paladin, such as gun racks, lockers, or cargo grid?
There are gun racks and personal storage for the crew, but there is not a dedicated cargo area with a cargo grid.
Compared to similar ships such as the Valkyrie and Legionnaire, how well armored is the Paladin?
The Valkyrie is the better comparison size-wise. Regardless, the Paladin is well armored and able to take a significant amount of incoming fire.
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How fast does the S5 Remote Quad Turret slide between the top and bottom positions?
We’ll be evaluating this during production, but it won’t move quicker than the Scorpius’ rail turret. You can expect it to take longer than that due to the distance it’s required to travel.
Is the Paladin still efficient if I play with just one friend as a duo, with them using the remote quad turret?
While all weapon stations are usable with only two total crew, it is not the optimal loadout due to restrictions on the pilot-controlled wing weapons. See below for more details.
Do the pilot’s wing weapons play as gimballed when not remotely manned by dedicated gunners?
Yes, if there is nobody in the seats that control the wing weapons, then the pilot has control of them, albeit locked in the forward arc. Due to their location, their convergence is limited frontally, so they are only suitable for targets at mid/long distance. However, when independently controlled, they have full freedom of motion and can look pretty much in a full 180+ degree arc in all directions, allowing players to engage targets below, above, and behind.
How is the visibility with the blast shields activated, and why should we activate the blast shields in the cockpit?
Visibility is significantly reduced for all seats. However, the pilot is the only one impacted as all other stations use remote weapon views. The upper and lower blast shields are independently controlled, allowing the crew to decide whether to fully or partially lock down. In the short term, these parts provide a small HP boost when deployed. But, as physical damage comes online, they will provide additional damage resistance.
Can we replace any weapons on the Paladin?
Absolutely, all the weapons on the Paladin can be swapped for others of the same size as they are not bespoke. The same is true for the missile racks, which use the modular Behring series.
Regarding the internal floor plan, #6 and #9 cover the central traversable area and take up space due to the number of entrance ways from all the connecting rooms as well as ensuring there is sufficient space to remove components. #5 and the room on the opposite side are the crew quarters, each with a set of bunk beds, desk area, and personal storage. #8 is the main entrance room to the ship and contains four suit lockers and a set of weapon racks for each crew member.
With the ammo system in the future, players are wondering about ballistic reloading.
We do still plan for ships to be able to rearm ballistic weapons, either directly on the gun in question or from the ship’s internal stores fed by players directly.
Can the ship fly across a system for long-range operations?
Its quantum fuel tank will have a similar capacity to the Valkyrie’s. However, given the equipped quantum drive and the differing system sizes, there isn’t a simple yes/no answer to this.
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Streamer Knebel berichtet auch bei GameStar regelmäßig über die Fortschritte von Star Citizen. Am 22. Dezember spricht er mit Redakteur Peter Bathge.
Thematisch geht's um das Jahr im Überblick, die Fortschritte von Star Citizen, wie GameStar-Leser das Spiel wahrnehmen und was es mit den Vorwürfen in Richtung Entwickler Cloud Imperium Games auf sich hat. Außerdem sprechen die beiden natürlich über die Singleplayer-Kampagne Squadron 42.
Der Stream startet am 22. Dezember 2024 um 16:00 Uhr auf Twitch. Weitere Gäste sind Vertreter der Fanseite Star-Head.de sowie mehrere Let's Player und Experten zum Thema.
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Third-Person-Kamera, Deckungskämpfe, ein Kampfbär als Bossgegner und viel Science-Fiction-Flair: Der erste Gameplay-Trailer zu Exodus klotzt statt zu kleckern.
Gut zwei Minunten lang gibt es allerlei Spielelemente zu sehen, von wilden Schießereien über Indiana-Jones-artiges Schwingen über Abgründe bis hin zu einer Schleichsequenz. Auch die Story wird etwas näher beleuchtet, ein genauerer Blick auf Protagonist Jun und einige schicke Zwischensequenzen ist ebenfalls im Video enthalten. Anmerkung: Das Äußere von Jun ist nicht vorgegeben, ihr könnt Aussehen und Geschlecht zu Spielstart im Editor nach eigenem Gusto festlegen.
Exodus hat weiterhin keinen Releasetermin. Noch ein bisschen hübscher als das neue Rollenspiel von Entwickler Archtetype Entertainment ist die Singleplayer-Kampagne von Star Citizen: Squadron 42 sieht aus wie ein SciFi-Traum
Third-Person-Kamera, Deckungskämpfe, ein Kampfbär als Bossgegner und viel Science-Fiction-Flair: Der erste Gameplay-Trailer zu Exodus klotzt statt zu kleckern.
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THE ARK, TAYAC SYSTEM
Welcome to December’s Galactapedia update roundup. This month, we celebrate Njeri, the first Banu to make contact with Humans, and delve into some of the clothing and armor companies that keep the ‘verse in style. Join the Spectrum thread for any discussion or feedback.
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Happy Monday, everyone!
Welcome to the final This Week in Star Citizen of the year! What an incredible journey 2954 has been. From unforgettable moments to groundbreaking milestones, we've shared so much, and we can't wait to continue this adventure with you in 2955. As always, thank you for being such an essential part of bringing our shared universe to life.
As we celebrate the closing chapter 2954, Luminalia remains in full swing! Don’t miss out on claiming your daily free gifts from the Luminalia Calendar. Every day brings a new surprise, so be sure to check regularly to see what festive treats await. The best gifts are the ones you give, and we're celebrating this spirit of Luminalia with our ongoing video contest. Get creative, spread some holiday cheer, and you might just be rewarded with a new ship for your efforts. Submissions close on January 7, 2025, at 6:59 AM (UTC), so don’t wait!
And finally, we’re standing on the threshold of something special. The long-awaited Star Citizen Alpha 4.0 is just around the corner, and we can’t wait to embark on this next chapter of Star Citizen with you. Stay tuned for additional details as we prepare to jump into a bold new era together.
Now, let's see what's going on this week:
Tuesday brings the latest Galactapedia update from the Narrative team, further expanding our universe's lore. We'll also publish our third Alpha 4.0 Patch Watch, offering deeper insights into the updated economy, new mining opportunities in Pyro, and more.
Then, on Friday, December’s issue of Jump Point will be released for our subscribers alongside the RSI Weekly Newsletter, which will land directly in your inbox.
Have a stellar week both in and out of the 'verse and enjoy the holidays!
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
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MurphyJack and Crotchmullet have created an incredible Star Citizen short film that truly touched our hearts. In this story, we meet Dorian Mersk, Lorville's overworked ship mechanic, and it leaves us wondering if we will see him in Pyro soon. Don’t miss this wonderful creation and join us in applauding the talented team behind it!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Dec 9th 2024 to Dec 16th 2024, many of you diligently took part in the discussions, made valuable contributions and made our forum a lively place. Here are this week's top posters:
We would like to thank all of the top posters. You have enriched the discussions and made our forum active and interesting. Your effort is truly remarkable!
Thank you to everyone who took part. Let's continue to have exciting discussions and learn from each other. Maybe you'll make it into the top 5 next week!
Have a nice day and have fun in the forum! Your community team
es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 9. Dezember 2024 bis 16. Dezember 2024 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
Which upcoming feature are you looking forward to most from Alpha 4.0? Tune in to our final Inside Star Citizen episode of the year covering some of the new content you can expect from this upcoming patch — including server meshing, contested zones, new fauna, the Pyro system, and more.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…